struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 vertex;
    vec4 color;
    vec3 texcoord;
};
struct appdata_t {
    vec4 vertex;
    vec4 color;
    vec3 normal;
};
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;


uniform vec4 unity_Scale;
vec3 ObjSpaceViewDir( in vec4 v );
v2f vert( in appdata_t v );
vec3 ObjSpaceViewDir( in vec4 v ) {
    vec3 objSpaceCameraPos;
    objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz  * unity_Scale.w );
    return (objSpaceCameraPos - v.xyz );
}
v2f vert( in appdata_t v ) {
    v2f o;
    vec3 viewDir;
    o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex );
    viewDir = ( -normalize( ObjSpaceViewDir( v.vertex) ) );
    o.texcoord = reflect( viewDir, v.normal);
    o.texcoord = vec3( ( gl_ModelViewMatrix * vec4( o.texcoord, 0.000000) ));
    o.color = v.color;
    return o;
}
void main() {
    v2f xl_retval;
    appdata_t xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.color = vec4( gl_Color);
    xlt_v.normal = vec3( gl_Normal);
    xl_retval = vert( xlt_v);
    gl_Position = vec4( xl_retval.vertex);
    gl_FrontColor = vec4( xl_retval.color);
    gl_TexCoord[0] = vec4( xl_retval.texcoord, 0.0);
}